Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Chibiabos

#81
I'm trying to intentionally build an incinerator building without having to research a crematorium to deal with an overabundance of desiccated animal corpses courtesy a toxic fallout event. :/  Just waiting for them to decay on their own takes eons ... at one year, the desiccated corpses seem to be at 50% HP still, so I tried building a tiny building around a Geothermal vent (did not bother building a generator), 6 square tiles (2x3) I zoned and moved desiccated animal corpses to.  I sealed it up with walls (purposefully did not put a door in, don't want colonists wandering in!) and the temperature fluctuates between about 140C and 220C, not enough to ignite apparantly :/  So I destroyed a wall, expanded it to 2x4 to accomodate a Campfire and added a reverse cooler to add to the temperature, and now its cycling between about 190C and 260C or so ... the desiccated corpses are still not igniting :/

What temperature do I need to get it to, in order to get these @#$ing desiccated corpses to burn?
#82
Rotten corpses now have a potential use as of A13 to keep as a food source for carnivorous colony pets -- wargs, cougars, etc.  However, they are difficult to deal with and manage because in terms double-click-auto-selection, the game does not differentiate between fresh, rotten or dessicated and in terms of storage zone filtration, fresh vs. rotted (which doesn't distinguish rotten from desiccated).

I setup a cooler next to the colony animal sleeping area for rotted corpses, but unfortunately over time desiccated corpses accumulate and they are very difficult to deal with; so far as I know, nothing in the game eats them so they take up space there and yet the game offers no means to differentiate between desiccated and rotted, so trying to remove them becomes a nightmare of micromanagement forbidding rotten corpses from being touched (which I'm not sure if that also forbids the animals from eating them), setting up a new storage zone for corpses at a higher importance than the freezer that 'allows rotten,' finding hauling-capable colonists and manually forcing them to haul the desiccated corpses out of the freezer and into the new storage zone and either finding some way to destroy the desiccated corpses (which by my estimate takes two years or longer, as at one year they seem to still have half their hitpoints) or just leaving them be out of the away in a far-off storage zone, or building graves and micro-managing burying them one at a time, and only after all of that unforbidding the actual non-desiccated rotten corpses.

Its also an issue for trying to haul not-desiccated corpses to the freezer for carnivores to feed -- double-clicking a corpse on the map automatically selects all corpses of the same species that are currently displayed on screen -- completely regardless of whether the corpse is 'fresh,' 'rotted,' or 'desiccated.'  This makes the double-click auto-select kinda useless if your map is littered with desiccated corpses (which happens for anyone whom has had a 'Toxic Fallout' event within the past two years or so -- corpses go from fresh to rotten in seemingly a day, and rotten to desiccated by another day, radically faster than normal).

Particularly now that rotten corpses have some potential use for feeding colony animals, I would request that a future update of Rimworld to make fresh vs. rotten vs. desiccated corpses to be separate and distinct in terms of both zone storage and double-click-auto-select.  Allow, for instance, a zone to specify rotten corpses and distinguished that from desiccated corpses (currently, again, we can 'allow rotten' along with fresh corpses which allows all 3, or not toggling that means fresh only -- but we can't specify rotten but not fresh, nor can we specify rotten but not desiccated); in double-click-auto-select terms, double-clicking a fresh corpse would ideally only auto-select other fresh corpses of the same species; double-clicking a rotten corpse would auto-select only rotten corpses (not fresh nor desiccated) and likewise double-clicking a desiccated corpse.

It might be nice to have bones from desiccated corpses as a material suitable for some crafting -- probably either primitive weaponry (maybe as an alternative to wood for bows or spears) or maybe for art.  Or maybe some species (wargs and dogs?) might gnaw on them.  And/or let desiccated corpses decay faster.  And/or introduce some animals that actually prefer carrion (would choose rotted or desiccated over fresh corpses)?

Also as mentioned in a bug report, kibble allows 'rotten' ingredients, but no ingredient can actually rot -- when an ingredient would rot, it instead is removed from the game.  Maybe allow ingredients to rot, and/or allow rotten meat to be harvested from rotten corpses to be used in kibble?

I know Tynan nuked fert pumps long ago :/  But maybe fertilized soil could be returned as another option for rotten food ingredients and/or corpses -- 'fertile soil' as something that can be crafted as compost from rotten ingredients and placed as 'flooring' as a limited resource.  Could maybe keep it nerfed a bit if Tynan is deadset against allowing fertilized soil as being producible by a colony to place anywhere even indoors by only letting mushrooms or somesuch to grow in it?

Thank you for considering my suggestion.
#83
It would be helpful to be able to cycle through colony animals with a keyboard shortcut, as you can with colonists.  Particularly helpful when you have a large number and you want to occasionally check on their training status.
#84
Bugs / (A13) Kibble glitch?
April 15, 2016, 06:21:01 PM
I noticed Kibble can be made from "rotten" ingredients in vanilla A13 -- it has the checkbox.  However, I think this may be in error given -- so far as I know -- no ingredient can actually get "rotten" -- ingredients that get to 0 days to spoil disappear.  Corpses are the only thing I am aware of that can become "rotten," but kibble cannot be made directly from corpses, which leads me to think allowing "rotten" ingredients (which, if I am correct, never actually exist) was a design oversight.

Perhaps ingredients should be allowed to reach "spoiled" status like corpses, or perhaps corpses (including rotten) should be a valid ingredient for making kibble?
#85


LOL!  The trader's muffalo meandered into the prison where I was trying to see if I could improve prisoner mood by giving them beer (which didn't work, for some reason they never drank it) and drank himself to incapacity just as the trader started moving out.  Everything I had sold to the trader was dumped all over the prison (where the beer was).
#86
In α8 and earlier, I (and I presume other players) liked to carefully plan out job prioritizations based not just on what a colonist's current skill is, but their passion for learning, at least at the beginning.  A colonist with a double-fire passion for farming to level up that skill faster, for instance, I'd be more inclined to have do the growing than a colonist that starts with a higher skill but doesn't even have a single flame.  The only way I know to do that is to have the Character tab open under the Overview so I can scroll through the colonists to figure out which one I want in which task.

Unfortunately as of α9 (at least α9d), < and > no longer let me scroll through my colonists while the Overview tab is open. :/  Was this intentional?  Or lost due to oversight?
#87
Ideas / Tactical Overlays
January 30, 2015, 10:44:38 PM
It'd be really nice to have a tactical overlay whereby when you click on a unit, it'll show where the unit can or cannot shoot taking into consideration range and obstacles such as walls or mountains, and it'd be super-fantastic if you could 'pin' such overlays so they would continue to display even when that unit is no longer selected.  I get very frustrated trying to figure out what exact tile my sniper needs to be in while near a wall or mountain to be able to shoot an enemy unit, the tile angles are frustrating to try to figure out sometimes.  For some reason, an enemy unit is sometimes able to target my unit around a corner, but despite my unit having better range with its weapon, cannot target back ... having some kind of tactical overlay could help alleviate this.  The AI of course already has this advantage; it knows the exact tiles it needs to stand in to target my units or turrets without interference from walls or turrets (which is why we learn to setup kill zones, creating a mostly walled-in area that makes it impossible for the AI to attack the colony by outranging turrets).  It could be just two simple colors  such as green for can shoot, red for in range but can't due to obstacle.
#88
Ideas / Gun-smart colonists
January 16, 2015, 07:56:23 AM
I think we all scoff at suicidal colonists who, in the middle of a gun fight, decide that's the perfect time to run out into the crossfire to harvest potatoes, or dash between a hunter and the prey they are shooting at.  How about some logic for colonists to ignore any task that puts them within range of combat, and for hunters, avoiding shooting from or into high-traffic areas.
#89
I've noticed several in-games months flip to the next month after reaching the 14th day of the month.  Is it supposed to be like that?
#90
Ideas / Prison revamp
December 20, 2014, 09:54:38 PM
I think it might be nice for a bit of a revamp to prison, to allow /unlocked/ doors the prisoners can use ... one example of why this might be useful is to keep a store of perishable food in a freezer reserved for the prisons.  This can't be done presently, since prisoners can't use any doors.

I'm quite the bastard to my people ... I really try to sweeten things to improve how fast I can convert prisoners, even natives, by making Fine or better quality meals exclusively for prisoners ... but once they convert, its a pain to have to reset the prisoner beds to colonist to be able to remove any remaining Fine Meal else it will just rot and go to waste (currently I designate a one-tile zone in the prison room that allows Fine meals and when I have prisoners, I have my cooks . :/  Would be more useful if I could, instead, designate a bunch of rooms as a prison area, allowing prisoners to go through a door to access a freezer or other common prison areas while they each get their own cell.
#91
Ideas / Hauling AI logic suggestion
December 15, 2014, 06:20:12 AM
Thinking on it, I suggest the following ... yeah I know lots of us aren't programmers (I'm certainly not) so maybe this is a bad idea for reasons I am unaware of (like maybe it'd be too computationally intensive):

Hauling priorities should be in the following order:

  • Perishable items to refrigerated storage (if there is any); the closer the item is to rotting, the higher the hauling priority (that is, meat expiring in 0.5 days should be hauled to cold storage before potatoes that will expire in 20 days).
  • Once Perishable items are taken care of (either no more perishable items, or there is no more refrigerated storage for them), human corpses (in any state) and/or rotting corpses (any) should go next if there are graves available (or, if there's a crematorium, to the closest corpse-accepting storage zone near the crematorium)
  • Once the above is taken care of, raw resources (chunks, fabric, etc.) should then be hauled to the highest-priority and nearest available storage for that resource, and perhaps give greater weight to storage areas near Production stations that have the greatest deficiency in the resource, with extra prioritization weight given to the prioritization level of the storage (that is, say there's a tailoring station with an order for 10 parkas, but there's no more leather or fabric; hauling leather/fabric to the nearest storage for that production station should be given higher priority than hauling a chunk to a storage area near a stonecutter's station if that storage area already has several chunks waiting to be worked), and hauling raw materials for production when there are no active orders for that production waiting to be finished should be dead last on this
  • Finally, finished goods or items once everything else is taken care of, such as stone blocks, weapons, etc.

If practical I also suggest that the hauler always try to carry as much as they can if there is room for it at the destination storage.  If a storage zone is full and has several partial stacks that can be consolidated into fewer stacks, this should be done first before retrieving more items to maximize storage with the exception of perishable items in a non-refrigerated environment, which should always  get hauled first until there is no more room; then consolidate and if that clears more room, then haul more perishables.

Or maybe as an alternative (or a supplement) to all the above, a hauling priority control would be nice to specify which items get hauled first (in the case of supplementing the above, it could override default behavior).
#92
General Discussion / How far does a roof go from a wall?
December 15, 2014, 04:19:03 AM
I did a search on the forum, saw this question asked, but saw no definitive answers (apologies if it was, in fact, answered definitively).  Some theorized anywhere between 6 and 15 tiles.  Its useful to know (and hopefully a definitive answer will put something on the wiki for it).

I think I have found it ...  I am trying to build a greenhouse, as suggested in my gripes that Devilstrand is impossible to grow to full harvest in Boreal or colder biomes (any of the newer climes in alpha 8) because it won't fully grow outdoors before the first cold snap wipe it out (and its not really that close, still had half of its growing left to do), and hydroponics proves useless because a solar flare even a couple months apart will destroy every hydroponics crop.

So, I am building an unfloored building to house a Sun Lamp and grow crops.  The Sun Lamp spans a diameter of 11 tiles, so I built a 13 by 13-tile structure (the wall perimeter, providing an interior space of 13 x 13).  I noticed upon completing it that the exact center tile has no roof ...

I take this to mean, then, that the farthest a roof will reach from a wall is five tiles (not counting the wall's tile).  If my experiment and finding are correct, then pillars should be built ten tiles from a wall (that is, ten tiles between them, not counting the pillar tiles) and ten tiles apart.  They might need to be closer if the roof is computed by a radius formula due to diagonals (someone should test this).  If someone out there is dedicated to research all this out in game, put the findings on the wiki so they're easier to find please (or post them here and I will do that).

Thanks!
#93
I've tried and tried and it just doesn't happen :/  That first cold snap hits and boom ... the growing season is too short, and upon getting hydroponics, solar flares strike way too often (closest I've gotten is about 16 days' growing time) and the devilstrand dies fast with no electricity. :/

Has anyone else had any luck growing devilstrand on a Boreal or cooler biome?
#94
Has anyone else noticed a change in the stack hauling AI?  Previously, it seemed as though you could select a hauler, right click on a stack of something, and the hauler would gather all it could from that stack and all neighboring stacks, up to 75 in a stack for most items ... but this seems to have changed, in that the hauler will only gather enough to finish off a destination stack (to get it as close to its max, again 75 for most items but 10 for others).

If I'm not just imagining this and it has, indeed, changed, it has made things a lot more frustrating ... when I try to quickly gather potatoes to bring to my food stores for easy access by my cooks while they are cooking, the haulers I use will only gather a few potatoes instead of a full stack of 75, and because the cooks are drawing from those stacks, the next run will only be small as well (the hauler will just try to re-top off the less-than-full stack the cooks drew some from).  I liked the old method better, where the hauler would gather all it could and bring to the highest priority stockpile zone, and would only top off a stack if all it could gather and is carrying is less than it would take to finish off a stack in the destination zone.  The always seek to finish off a stack means it takes a lot more trips, especially when the destination stockpile is being actively worked (as with the aforementioned potato stacks being actively worked by cooks, thus the hauler will always bring a small fraction of a stack and never bring full stacks of 75, which would be more efficient).

I agree it is nice to consolidate stacks, but I think it should be done after hauling, and only within a zone ... that is, if several stacks in a particular zone are partials, consolidate them down into as many full stacks (and as fewer overall stacks, thus freeing up space to store other items) as possible, and that should be a lower priority than hauling from a lower-priority stockpile zone (or non-zone) into the higher priority zone (that is ... haul long first, /then/ worry about consolidating stacks).

Now that there is temperature and all food (even meat) spoils, I think the cumbersome new AI strategy makes things harder than they should.  Because haulers will now tend to only gather partial stacks to finish off stacks at the destination, it will take much longer overall to move the materials from their origin (such as potato farms for raw potatoes) and thus more will be left out longer (and in the case of food like potatoes, more likely to rot before it can be moved to cold storage).
#95
I had specially reserved meat in 0.7 and earlier for Fine Meals, and set it up so Fine Meals would ONLY go to either prisoners or sold to starships for a nice price, to help give morale boosts to prisoners and thus make it easier to recruit, even attacking Natives.  I could do this because food grown in outdoor farms was so readily abundant, I had more potatoes than I knew what to do with and it was easy enough to make Simple Meals from those.  I would almost never cook Simple Meals from meat, because Meat was a more precious commodity, as I could not grow more ... hunt too much and there just weren't enough animals.  It helped a lot that meat didn't spoil at all.

Now, however, the growing season restrictions makes it too difficult to maintain.  I can probably eventually get a good setup, but definitely cannot afford to hold back as much on making Simple Meals from meat.

Wish I could figure out a good way to be able to sell off perishables like meals or meat to trade ships like Bulk Foods that will buy them when the trade ships show up ... would be really nice in a future version if there were a way to sell things to ships that are in refrigeration-able areas (but unless its changed, SFAIK, I can't have a comms beacon in an indoor area :/)
#96
Ideas / Give hunting tags a distinctive icon
December 12, 2014, 11:07:32 PM
Am I the only one who gets confused sometimes with the red 'X' that serves both as an indicator something is forbidden, and that an animal has been tagged to allow it to be hunted?

This is really coming to a head with the 'alpha beaver' arborcides that seem to be in every game I've started (I'm trying out Boreal a lot, might just be Boreal biomes) ... need to hunt them all to prevent them from killing all the trees, and killing every last one is more of a priority than hauling off the corpses, so I manually force at least a couple of my guys to hunt beaver after beaver, don't wait to pick up and haul the corpses (they can last a few days anyway, by which time hopefully my third guy back at home will have a walk-in fridge up and running to preserve the corpses and/or meat).  It gets very confusing, however, that the dead beavers get the same red 'X' on them to mark them as forbidden as the live beavers flagged to allow them to be hunted ... the horde of beavers concentrated on clearcutting ... err, clearchomping? ... the trees makes it worse, a dense cluster of red Xes for both forbidden corpses and huntable live beavers.

Thanks!
#97
Ideas / Unharvestable Geothermal Vents
December 12, 2014, 10:54:50 PM
I am finding a lot of geothermal vents that cannot have a Generator built over them because they are right next to marsh or water and the generator cannot be built because no tile of the Generator can go over marsh or water.  I'd like to request for some future version one of the two remedies for this:


  • Map generator logic code which places the geothermal vents to ensure that the geothermal vents will not appear too close to unbuildable terrain (marsh/mud/water/etc.)
  • Permit Generators to be built over otherwise unbuildable terrain, perhaps with extra resource requirements (maybe just raw stone) to build them as platforms; if this option is done, of course, there would also need to be a similar allowance for Power Conduit to be built over otherwise unbuildable terrain as well.
#98
Bugs / [α0.8] Pirates still spawn naked.
December 11, 2014, 10:31:09 PM
I am not certain this is a glitch/bug, but thought I remembered something in the changelog that characters should no longer spawn naked, but in my very first pirate encounter in a Boreal biome, the very first pirate spawned completely naked.
#99
Ideas / Tactics & Strategies forum
November 15, 2014, 03:07:46 AM
If new players are struggling and want some tips from experienced players on how to survive playing the game, or established players want to share more advanced tips, it would be nice to have a Tactics & Strategies forum just for sharing tips on everything from how to set up a base to resource management (such as the merits of different growable crops) to how to deal with enemy snipers (M24-equipped).  This could also serve as a source of information to the developers, of course, to learn what weaknesses in game mechanics are maybe too easily exploited and could use rebalancing, and/or ideas to help make the AI more challenging by using and/or better defending against player strategies.
#100
Ideas / FORUM suggestion
November 03, 2014, 12:19:03 AM
It seems a little silly to limit individual attachments to 300 KB when Rimworld savefiles are generally in the 3 to 10 MB range on normal-sized maps, especially for reporting bugs when a savefile is probably worth a hundred screenshots to the devs (and probably worth a thousand text descriptions of the bug being reported).